private float lerpTarget;
public void OnAttack1hAEnter()
{
pi.inputEnable = false;
lerpTarget = 1.0f;
}
public void OnAttackIdleEnter()
{
pi.inputEnable = true;
lerpTarget = 0f;
}
private void OnAttackIdleUpdate()
{
float currentWeight = Mathf.Lerp(anim.GetLayerWeight(anim.GetLayerIndex("Attack Layer")), lerpTarget, 0.05f);
anim.SetLayerWeight(anim.GetLayerIndex("Attack Layer"), currentWeight);
}
public void OnAttack1hAUpdate() {
thrustVec = model.transform.forward * anim.GetFloat("attack1hAVelocity");
float currentWeight = Mathf.Lerp(anim.GetLayerWeight(anim.GetLayerIndex("Attack Layer")), lerpTarget, 0.05f);
anim.SetLayerWeight(anim.GetLayerIndex("Attack Layer"), currentWeight);
}
【Unity】【ARPG开发日志】【37】动画权重线性内插
最新推荐文章于 2024-02-07 16:53:41 发布